Maze's End

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Dragon's Maze Mythic Rare
Promo Set Rare

Combos Browse all

Maze's End

Land

Maze's End enters the battlefield tapped.

: Add to your mana pool.

, , Return Maze's End to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle your library. If you control ten or more Gates with different names, you win the game.

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Maze's End Discussion

RusinaRange on Taste the Rainbow:Child of Alara's Nuclear Fallout

1 day ago

You're playing all guild gates so why not play Maze's End?

SaltySpecula on Brainstorming win cons for 5c ...

3 days ago

I actually made this deck before. Went pure land ramp Maze's End with Child of Alara and Door to Nothingness. It works surprisingly well. If you're doing Maze's End though, make sure you put in Diabolic Revelation and Tempt with Discovery. Mid game, it will let you tutor and potentially play all your remaining gates at once. Also, don't forget Amulet of Vigor! Maze's End and Guild Gates coming in untapped significantly speeds up your win con.

This is mine:

End of the Maze

I'm considering changing the Commander with the new upcoming 2017 Commander release to Ramos, Dragon Engine

He gives you the exact mana needed for Door to Nothingness. It was meant to be. ;)

cklise on Brainstorming win cons for 5c ...

1 week ago

Go with Maze's End.. ramp.. and Villainous Wealth. And maybe some sort of backup creature that can win games by itself..

zelian12 on Brainstorming win cons for 5c ...

1 week ago

I want to build a 5c lands deck around Child of Alara. These are the win cons I've considered so far:

Dark Depths - not as good as in legacy but a 20/20 is pretty damn good

Maze's End - Easily disrupted and often easy to see coming but the opportunity cost of running the combo is low as the gates just replace other colored lands

commander dmg / Inkmoth Nexus + Kessig Wolf Run / Rubblehulk

Door to Nothingness / Mindslaver + Academy Ruins

Crazy ramp into Villainous Wealth

mass land destruction + having better land recursion than anyone else

Octrate on No Denyin' Ur Scion

1 week ago

If we're upgrading the land package soon, here's what we gonna do. Firstly, shocklands will be important, but you can start with prioritizing red and black ones. Blood Crypt, Steam Vents, Sacred Foundry, Stomping Ground, Watery Grave, Godless Shrine, Overgrown Tomb... Then you can pick up Hallowed Fountain, Temple Garden, and Breeding Pool later. You'll also want to consider dropping the guildgates/Maze's End. From here, the Khans fetchlands will be worthy of inclusion: Wooded Foothills, Bloodstained Mire, Polluted Delta, Flooded Strand, and Windswept Heath. These are the cheaper fetchlands. Sidenote: Cascading Cataracts, Cavern of Souls... They're probably good inclusions. This will be a start for your mana base.

The transformation from Scion to Ur will also lessen the power of the following dragons: Dragon Mage, Dragon Tyrant, Nicol Bolas, Quicksilver Dragon, Scourge of Kher Ridges, Skithiryx, the Blight Dragon.

From here, you can try out Keiga, the Tide Star, Kokusho, the Evening Star, Thundermaw Hellkite, maybe Scourge of Valkas, Deathbringer Regent, Destructor Dragon, Dragonlord Silumgar, Glorybringer, Ojutai, Soul of Winter, Thunderbreak Regent... Those are just a start. Lots of potential there. Also, Crucible of Fire, Dragonspeaker Shaman, Dragonstorm lol, Dragonlord's Servant...

Geralf_Cecani on Sac lands

3 weeks ago

Thanks everyone for your input!

PlattBonnayI love the idea of Bontu the Glorified, he's a bit expensive money-wise, but he is a Standard staple and the combo is hilarious so I'll consider buying him. Greater Gargadon is just amazingly OP (I would probably put in a one drop that could only help me wrath a couple times, but I also get a free 9/7? Sweet!) I'll also consider Angelic Purge for one of the 99. It's definitely sideboard worthy, in case I come up against a Avacyn, Angel of Hope deck or something.

the.beanpole Thanks for mentioning Grim Backwoods, the deck is focused around mana ramp so the 4 mana won't be a problem, and hey I get a free card. However, I don't think that the Child of Alara has to go to the graveyard for it's ability to trigger. My reasoning is that stuff like Kokusho, the Evening Star has "when put into the graveyard from play", which is the same as dying, except the graveyard bit is specified. I'll have to check with my playgroup, however.

Chandrian and cklise: thanks for the idea, but I'm planning to focus heavily on the Maze's End win con, and thus pretty much the only permanents I have are lands, my commander and things like Expedition Map and Sakura-Tribe Elder, which aren't gonna stay on the battlefield long. But still, thanks for your input!

Ohthenoises... I have no idea what's going on there, but thanks anyway!

Iron_Cube: Keldon Necropolis, is definitely usable. As i said earlier to beanpole, the deck has a shit load of Explore and Urban Evolution effects, so mana won't be a problem. Granted, the two damage will be effectively useless, with the wipe happening immediately after and the win condition not being damage related, but it's the sacrifice bit that's important. Mirrorpool isn't the best sac ability, as it can only trigger once, and is mildly expensive mana wise and has no additional effects. I would rather play Morbid Curiosity or Disciple of Bolas to get something out of the solo sac. Westvale Abbey  Flip would just take too long and use up too much mana to pump out the clerics, and I don't have my one creatures to supplement Ormendahl, Profane Prince  Flip's diet. And I would swear the creepy kid didn't have to go to the graveyard... but I'm running lots of recursion to get back stuff like removed gates or Expedition Map so even if it does so I should be fine. Gift of Immortality would however mean that I don't have to pay the casting cost ever again, command zone or no, so it's a definite addition.

PookandPie: Thanks for going to all the trouble of getting the list of all those lands together, now I know that all you guys haven't missed anything. I wouldn't be so quick to dismiss Grim Backwoods and Keldon Necropolis, the entire deck is built to getting lots of land out as fast as I can, so mana shouldn't be a problem. As for copying, I would rather not turn my lands into creatures, simply because they would be that much easier to remove: I don't to lose my Izzet Guildgate to a Doom Blade lol. But yeah Phyrexian Tower and co. are too expensive for a little edh player like me lol.

Epidilius: The idea is sound, but there are instant/sorceries out there that have sac a creature as an additional cost, and thus their CMC is really low too (eg. Culling the Weak or Abjure). As for removing opponent's stuff, the commander is literally wrath on a stick that (effectively) doesn't effect me. If I were to use removal, I would probably use exile effects, cos destroy may not cut it.

Geralf_Cecani on Sac lands

3 weeks ago

I'm trying to throw together a Maze's End alternate win con deck with the Child of Alara as the commander. The commander is pretty much wrath on a stick, and his (her? its?) effect destroys everything BUT gates, so he/she/it does provide a purpose other than chromaticnesslessness. However, the creepy kid needs to die in order to wrath, and most traditional sac engines, such as Ashnod's Altar and Culling Dais, are wiped along with everything else. So I'm looking for lands that can provide the same effect. Thus far, the only reasonably priced candidate that I have found is High Market. I know of Phyrexian Tower and Miren, the Moaning Well , but they are outside my price range. Also, if you know of any copy lands other than Thespian's Stage and Vesuva that could copy Maze's End that would also be great.

DISCLAIMER: I know that this deck will suck. Its meant to be a kooky deck with an alternate win con that's fun to play :)

mastermew on Land Tribal

3 weeks ago

I think it would be funny to put in Maze's End

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